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ENHANCING VIRTUAL REALITY IN ENGINEERING

INTRODUCTION

True virtual reality creates the illusion of actually being in a difference space. It can be
used for training, treatment, and communication. To most people, virtual reality consists
mainly of clever illusions for enhancing computer video games or thickening the plot of
science fiction films. Depictions of virtual reality in Hollywood movies range from the
crude video-viewing contraption of 1983’s "Brainstorm" to the entire virtual universe
known as "The Matrix."

DISCUSSION

Virtual reality (VR) is a simulated experience that can be similar to or completely


different from the real world. Applications of virtual reality can include entertainment (i.e.
gaming) and educational purposes (i.e. medical or military training). Other, distinct types
of VR style technology include augmented reality and mixed reality.

Currently standard virtual reality systems use either virtual reality headsets or multi-
projected environments to generate realistic images, sounds and other sensations that
simulate a user's physical presence in a virtual environment. A person using virtual
reality equipment is able to look around the artificial world, move around in it, and
interact with virtual features or items. The effect is commonly created by VR headsets
consisting of a head-mounted display with a small screen in front of the eyes, but can
also be created through specially designed rooms with multiple large screens. Virtual
reality typically incorporates auditory and video feedback, but may also allow other
types of sensory and force feedback through haptic technology.

SOFTWARE

The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended
for the development of "virtual worlds" without dependency on headsets.The Web3D
consortium was subsequently founded in 1997 for the development of industry
standards for web-based 3D graphics. The consortium subsequently developed X3D
from the VRML framework as an archival, open-source standard for web-based
distribution of VR content.WebVR is an experimental JavaScript application
programming interface (API) that provides support for various virtual reality devices,
such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser.

HARDWARE

Modern virtual reality headset displays are based on technology developed for
smartphones including: gyroscopes and motion sensors for tracking head, hand, and
body positions; small HD screens for stereoscopic displays; and small, lightweight and
fast computer processors. These components led to relative affordability for
independent VR developers, and lead to the 2012 Oculus Rift Kickstarter offering the
first independently developed VR headset.

Independent production of VR images and video has increased by the development of


omnidirectional cameras, also known as 360-degree cameras or VR cameras,that have
the ability to record 360 interactive photography, although at low-resolutions or in highly
compressed formats for online streaming of 360 video. In contrast, photogrammetry is
increasingly used to combine several high-resolution photographs for the creation of
detailed 3D objects and environments in VR applications.

To create a feeling of immersion, special output devices are needed to display virtual
worlds. Well-known formats include head-mounted displays or the CAVE. In order to
convey a spatial impression, two images are generated and displayed from different
perspectives (stereo projection). There are different technologies available to bring the
respective image to the right eye. A distinction is made between active (e.g. shutter
glasses) and passive technologies (e.g. polarizing filters or Infitec).

RELEVANCE

Virtual Reality has been used a long time ago in the civil engineering business.Virtual
reality engineering includes the use of 3D modelling tools and visualisation techniques
as part of the design process. This technology enables engineers to view their project in
3D and gain a greater understanding of how it works. Plus they can spot any flaws or
potential risks before implementation.This also allows the design team to observe their
project within a safe environment and make changes as and where necessary. This
saves both time and money.What is important is the ability of virtual reality to depict fine
grained details of an engineering product to maintain the illusion. This means high end
graphics, video with a fast refresh rate and realistic sound and movement.

CONCLUSION

As you have probably noticed, the Virtual Reality environment is consistently evolving. It
could bring dozens of benefits to almost any field, but it can also prove to be harmful.
Per total, we believe that the modernization of education through the use of virtual
reality can be quite a productive accomplishment.

QUESTIONNAIRE

1. Does virtual reality specifically need internet to be used?

2. How efficient is the use of virtual reality technology in engineering works?

3. Is virtual reality secure enough for its users to be safe?

4. Does the price of each equipment affordable and in accord to its price is it also
durable?

5. How much time can be saved if virtual reality is used in plans and groundworks?

6. Can virtual reality provide real-time experience to the user regarding the selected
mode/scene?

7. How much will be its cost if it is mass produced and used by a group of people or a
company for example?

8. Is the use of virtual reality the future of engineer drawing and plans?

9. In the near future, is there a chance that virtual reality be used as the main equipment
for engineering?

10. As a practice tool or a drawing/planning tool for engineers, will virtual reality hold a
great deal of success for engineers and architects alike?

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